
#version 410

layout(location=0) in vec2 vTexCoord;
layout(location=0) out vec4 FragColor;

layout (location=1) in vec3 vLightIntensity;

uniform sampler2D baseTexture;


void main() {
    FragColor = vec4(vLightIntensity*texture(baseTexture, vTexCoord).xyz, 1.0);
}

